111,149 research outputs found

    System support for integrated ubiquitous computing environments

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    This paper describes an ongoing research on the issues of interoperability and seamless integration between a global user environment and the ubiquitous computing environments corresponding to the physical locations visited by that user. The novel concept of Value ADded Environment (Vade) is introduced as an administrative and physical domain, where the locally available facilities can be combined with the external home environments of users within its boundaries to enable an integrated and enhanced functionality. The main goal of our work is to allow generic applications to access and benefit from resources and context information that are normally only available to applications created specifically for a particular ubiquitous computing environment. Our preliminary results, highlight a number of key integration issues and show a possible path for the convergence between ubiquitous computing research and mobile services

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Ubiquitous Health (U-Health) Untuk Pengobatan Herbal

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    Teknologi informasi dan komunikasi telah mendorong lahirnya istilah Ubiquitous computing (U-comp), yang merupakan suatu model pengembangan interaksi manusia dengan komputer. Pemrosesan informasi pada teknologi ini telah terintegrasi pada objek-objek aktivitas keseharian manusia. Ubiquitous networks (U-net) didefinisikan sebagai suatu jejaring yang dapat diakses dimana saja, kapan saja, dengan apa saja dan oleh siapa saja. Ubiquitous health (U-health) didefinisikan sebagai pemanfaatan ubiquitous computing dan ubiquitous network di bidang kesehatan dalam rangka untuk menyediakan layanan informasi kesehatan jarak jauh dengan tujuan untuk peningkatan kualitas kesehatan manusia. U-health untuk pengobatan herbal menyediakan layanan informasi kesehatan dan pengobatan herbal yang dapat diakses secara on-line dan mobile. Sistem yang dibangun pada kegiatan penelitian ini menerapkan arsitektur 3-tier, yang terdiri dari komponen : server basisdata, aplikasi klien berbasis teknologi mobile dan aplikasi web server yang menghubungkan aplikasi klien dengan server basisdata. Keseluruhan kegiatan pengembangan ini menggunakan perangkat lunak yang bersifat open source. Pada sisi aplikasi server akan menggunakan bahasa pemrograman PHP dan web server Apache. Pada sisi server basisdata menggunakan basisdata MySQL yang berjalan dibawah sistem operasi Linux. Perangkat-lunak yang digunakan untuk pengembangan aplikasi-aplikasi mobile menggunakan Java Development Kit (JDK) 1.6 dengan platform Emulator Sun Java(TM) Wireless Toolkit 2.5.2 yang berisikan full konfigurasi CLDC 1.1 dan profile MIDP 2.0. Untuk lingkungan penulisan bahasa pemrograman Java menggunakan platform NetBeans IDE (Integrated Development Environment)

    Mixed Reality Human Media for Social and Physical Interaction

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    Abstract: This paper outlines new facilities within ubiquitous human media spaces supporting embodied interaction between humans and computation both socially and physically. We believe that the current approach to developing electronic based design environments is lacking with regard to support for multi-person multi-modal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement three different research prototype systems: the Virtual Kyoto Garden, Touchy Internet, and the Human Pacman. The functional capabilities implemented in these systems include spatially-aware 3D navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed

    Ubiquitous Health (U-Health) Untuk Pengobatan Herbal

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    Teknologi informasi dan komunikasi telah mendorong lahirnya istilah Ubiquitous computing (U-comp), yang  merupakan suatu model pengembangan interaksi manusia dengan komputer. Pemrosesan informasi pada teknologi ini telah terintegrasi pada objek-objek aktivitas keseharian manusia. Ubiquitous networks  (U-net) didefinisikan sebagai suatu jejaring yang dapat diakses dimana saja, kapan saja,  dengan apa saja dan oleh siapa saja. Ubiquitous health (U-health) didefinisikan sebagai pemanfaatan ubiquitous computing dan ubiquitous network  di bidang kesehatan dalam rangka untuk menyediakan layanan informasi kesehatan jarak jauh dengan tujuan untuk peningkatan kualitas kesehatan manusia. U-health untuk pengobatan herbal menyediakan layanan informasi kesehatan dan pengobatan herbal yang dapat diakses secara on-line dan mobile. Sistem yang dibangun pada kegiatan penelitian ini menerapkan arsitektur 3-tier, yang terdiri dari komponen : server basisdata, aplikasi klien berbasis teknologi mobile dan aplikasi web server yang menghubungkan aplikasi klien dengan server basisdata. Keseluruhan kegiatan pengembangan ini menggunakan perangkat lunak yang bersifat open source. Pada sisi aplikasi server akan menggunakan bahasa pemrograman PHP dan web server Apache. Pada sisi server basisdata menggunakan basisdata MySQL yang berjalan dibawah sistem operasi Linux. Perangkat-lunak yang digunakan untuk pengembangan aplikasi-aplikasi mobile menggunakan Java Development Kit (JDK) 1.6 dengan platform Emulator Sun Java(TM) Wireless Toolkit 2.5.2 yang berisikan full konfigurasi CLDC 1.1 dan profile MIDP 2.0. Untuk lingkungan penulisan bahasa pemrograman Java menggunakan platform NetBeans  IDE (Integrated Development Environment) .Kata Kunci : Ubiquitous health, komunikasi bergerak, pengobatan herbal, layanan kesehatan jarak jauh, perangkat lunak open-source

    Deep Thermal Imaging: Proximate Material Type Recognition in the Wild through Deep Learning of Spatial Surface Temperature Patterns

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    We introduce Deep Thermal Imaging, a new approach for close-range automatic recognition of materials to enhance the understanding of people and ubiquitous technologies of their proximal environment. Our approach uses a low-cost mobile thermal camera integrated into a smartphone to capture thermal textures. A deep neural network classifies these textures into material types. This approach works effectively without the need for ambient light sources or direct contact with materials. Furthermore, the use of a deep learning network removes the need to handcraft the set of features for different materials. We evaluated the performance of the system by training it to recognise 32 material types in both indoor and outdoor environments. Our approach produced recognition accuracies above 98% in 14,860 images of 15 indoor materials and above 89% in 26,584 images of 17 outdoor materials. We conclude by discussing its potentials for real-time use in HCI applications and future directions.Comment: Proceedings of the 2018 CHI Conference on Human Factors in Computing System

    Promoting STEM via UMI: an Ecological Framing of CoPs in Networking and Networked Robotics

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    Ubiquitous Computing, Mobile Computing and Internet of Things (UMI) technologies, are widely diffused in the everyday life. In addition to their primary usage (e.g., supporting the implementation of the future 5G network),these technologies can be used in the context of Science Education.According to this perspective, the innovative psycho-pedagogical approach here presented has been ad-hoc developed for the Horizon 2020 Project “Exploiting Ubiquitous Computing, Mobile Computing and the Internet of Things to promote Science Education” (Umi-Sci-Ed). The aim of the project is to enhance knowledge and skills of Science, Technology, Engineering and Mathematics (STEM) and to promote positive attitudes towards these disciplines. In order to reach this goal, the UMI technologies, framed in the Community of Practices (CoPs) paradigm, will be introduced in the learning process of secondary schools’ students (i.e., 9thand 10thgrade). Specifically, the students will attend to innovative learning activities, such as hands-on activities, concerning with Networking and networked Robotics. In the present contribution, the theoretical framework that constitutes the rationale for the Umi-Sci-Ed projectwill be described. In particular, the “bottom-up” socio-constructionist perspective will be presented, aswell as the main technological tools (e.g., UDOO) that would be used to implement an integrated STEM learning environment. The expected results of the project will be discussed
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